precision mediump float;

attribute vec3 a_position;
attribute vec3 a_normal;

uniform mat4 projMatrix;
uniform mat4 mvMatrix;

varying vec3 vNormal;
varying vec3 vPos;

void main() {
    vNormal = a_normal;
    vPos = a_position;
    gl_Position = projMatrix * mvMatrix * vec4(a_position, 1.0);;
}
